AniSpriteAniSprite is a multiple layer sprite animation library. | |
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AniSprite Ranking & Summary
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- License:
- Shareware / $145.00
- Language:
- English
- Publisher Name:
- ITB CompuPhase
- Publisher web site:
- File Size:
- 1,504K
AniSprite Tags
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AniSprite Description
AniSprite is a multiple Layer sprite animation library for Microsoft Windows.It is aimed at games and multi-media programmers, but there are also graphical design and business applications that use AniSprite (e.g. to implement image "layers"). Features: • ALPHA blending between sprites and the background image (even in 256 colour modes), which enables anti-aliased edges, translucent sprites and sprite fading • shadows and flare effects, in any colour • multiple animation areas • full support for animation in 256 colours (including alpha and luma blending), in any (optimized) palette; AniSprite also supports 24-bpp RGB animations • callbacks ("events") for custom painting (draw on the sprite with GDI calls), or automatic collision detection • unlimited number of sprites • flexible support for DirectDraw (in windowed or exclusive modes), but also runs without DirectDraw (in a window) • supports DIB sections on Windows 95/98/ME and Windows NT/2000/XP • both low-level and medium-level Interfaces: Direct Access to the bitmap data of sprites, masks and the animation Frame, but also animation along linear or curved paths on a high-precision timer • optionally synchronizes with the vertical retrace of the monitor, even when not running under DirectDraw • transparent boards, move sprites over a dynamically updated application • screen grab, system palette grab • callbacks ("events") for custom painting or -automatic- collision detection • high performance, optimized "dirty rectangle" calculation with minimum overwrite, critical routines in hand-optimized assembler • 16-bit and 32-bit implementations; runs in Microsoft Windows 3.1, Microsoft Windows 95/98/ME and Windows NT/2000/XP. • sprites can be linked, moving the master also moves the linked ones; even a circular list of linked sprites is handled • each sprite has an origin (which may lie outside the sprite)
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